mirror of
https://github.com/open-goal/jak-project
synced 2026-05-31 01:16:12 -04:00
1f6438e517
This PR updates to SDL3, and with it, adds a handful of new features. Everything seems to work but I'm going to look over the code once last time before merging, some of the API changes are hard to spot. Fixes #2773 ### Pressure sensitivity support for DS3 Controllers SDL3 adds pressure sensitivity support for DS3 controllers on windows. I have not tested on linux. The option is disabled by default. On windows you will need https://docs.nefarius.at/projects/DsHidMini/ and to be using SXS mode. ### DualSense and Xbox One Trigger Effects If enabled, Jak 2 will have certain trigger effects. They are: - xbox1: - small vibrate when collecting dark eco - big vibrate when changing to dark jak - vibrate when shooting gun, proportional to gun type - ps5: - resistance when changing to dark jak - different gun shooting effects - red (resistance) - yellow (weapon trigger) - blue (vibrates) - purple (less resistance) > **Gun Shooting effects are only enabled if the new "Swap R1 and R2" option is enabled** There are more effects that could be used in `dualsense_effects.cpp`, but I only exposed the ones I needed to OpenGOAL. If a modder wants to use some of the others and wires them up end-to-end, please consider contributing that upstream. ### New ImGUI Menu Added new imgui options for selecting the active controller, for those people that struggle to select the initial controller.  ### Testing The highlights of what I tested successfully: - display - [x] all mode switch permutations - [x] launch with all modes saved - [x] switch monitors / unplug monitor that was active, how does it handle it - [x] load with alternate monitor saved and all modes - [x] allowing hidpi doesnt break macos - controls - [x] keyboard and mouse still work - [x] pressure sensitivity on linux
235 lines
6.9 KiB
C
Vendored
Generated
235 lines
6.9 KiB
C
Vendored
Generated
/*
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program: Create a native window and attach an SDL renderer */
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#include "testnative.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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#include <stdlib.h>
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#define WINDOW_W 640
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#define WINDOW_H 480
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static NativeWindowFactory *factories[] = {
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#ifdef TEST_NATIVE_WINDOWS
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&WindowsWindowFactory,
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#endif
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#ifdef TEST_NATIVE_WAYLAND
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&WaylandWindowFactory,
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#endif
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#ifdef TEST_NATIVE_X11
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&X11WindowFactory,
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#endif
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#ifdef TEST_NATIVE_COCOA
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&CocoaWindowFactory,
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#endif
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NULL
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};
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static NativeWindowFactory *factory = NULL;
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static void *native_window;
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static SDL_FRect *positions, *velocities;
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static SDLTest_CommonState *state;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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if (native_window && factory) {
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factory->DestroyNativeWindow(native_window);
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}
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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int i;
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SDL_Rect viewport;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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/* Move the sprite, bounce at the wall, and draw */
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for (i = 0; i < NUM_SPRITES; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite->w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite->h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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/* Blit the sprite onto the screen */
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SDL_RenderTexture(renderer, sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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int main(int argc, char *argv[])
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{
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int i, done;
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const char *driver;
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SDL_PropertiesID props;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *sprite;
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int window_w, window_h;
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SDL_Event event;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return 1;
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}
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/* Parse commandline */
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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return 1;
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}
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s",
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SDL_GetError());
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exit(1);
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}
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driver = SDL_GetCurrentVideoDriver();
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/* Find a native window driver and create a native window */
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for (i = 0; factories[i]; ++i) {
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if (SDL_strcmp(driver, factories[i]->tag) == 0) {
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factory = factories[i];
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break;
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}
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}
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if (!factory) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver",
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driver);
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quit(2);
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}
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SDL_Log("Creating native window for %s driver", driver);
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native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
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if (!native_window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window");
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quit(3);
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}
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props = SDL_CreateProperties();
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SDL_SetPointerProperty(props, "sdl2-compat.external_window", native_window);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
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window = SDL_CreateWindowWithProperties(props);
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SDL_DestroyProperties(props);
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if (!window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s", SDL_GetError());
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quit(4);
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}
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SDL_SetWindowTitle(window, "SDL Native Window Test");
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/* Create the renderer */
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renderer = SDL_CreateRenderer(window, NULL);
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if (!renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s", SDL_GetError());
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quit(5);
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}
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/* Clear the window, load the sprite and go! */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprite = LoadTexture(renderer, "icon.bmp", true, NULL, NULL);
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if (!sprite) {
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quit(6);
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}
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/* Allocate memory for the sprite info */
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SDL_GetWindowSize(window, &window_w, &window_h);
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positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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if (!positions || !velocities) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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quit(2);
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}
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)SDL_rand(window_w - sprite->w);
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positions[i].y = (float)SDL_rand(window_h - sprite->h);
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positions[i].w = (float)sprite->w;
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positions[i].h = (float)sprite->h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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}
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}
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/* Main render loop */
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done = 0;
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while (!done) {
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (state->verbose & VERBOSE_EVENT) {
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if (((event.type != SDL_EVENT_MOUSE_MOTION) &&
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(event.type != SDL_EVENT_FINGER_MOTION)) ||
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(state->verbose & VERBOSE_MOTION)) {
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SDLTest_PrintEvent(&event);
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}
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}
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switch (event.type) {
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case SDL_EVENT_WINDOW_EXPOSED:
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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break;
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case SDL_EVENT_QUIT:
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done = 1;
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break;
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default:
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break;
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}
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}
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MoveSprites(renderer, sprite);
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}
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SDL_DestroyTexture(sprite);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_free(positions);
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SDL_free(velocities);
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quit(0);
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return 0; /* to prevent compiler warning */
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}
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